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inline | side by side (from parent 1:
7102f65)
Signed-off-by: Alexis Laferrière <alexis.laf@xymus.net>
redef fun do_turn(dt)
do
super
redef fun do_turn(dt)
do
super
- sprite.rotation = rotation + pi/2.0
+ sprite.rotation = rotation - pi/2.0
thrust_sprite.center.x = center.x - dist_to_engine*rotation.cos
thrust_sprite.center.y = center.y - dist_to_engine*rotation.sin
thrust_sprite.center.z = center.z
thrust_sprite.center.x = center.x - dist_to_engine*rotation.cos
thrust_sprite.center.y = center.y - dist_to_engine*rotation.sin
thrust_sprite.center.z = center.z
- thrust_sprite.rotation = rotation + pi/2.0
+ thrust_sprite.rotation = rotation - pi/2.0
# Show or hide the thrust sprite
if applied_thrust > 0.0 then
# Show or hide the thrust sprite
if applied_thrust > 0.0 then
# How does this event affect the ship thrust?
fun rotation: Float
do
# How does this event affect the ship thrust?
fun rotation: Float
do
- if is_arrow_right or name == "d" then return 1.0
- if is_arrow_left or name == "a" then return -1.0
+ if is_arrow_right or name == "d" then return -1.0
+ if is_arrow_left or name == "a" then return 1.0
ui_camera.reset_height 800.0
var prev_sprite = new Sprite(ui_prev,
ui_camera.reset_height 800.0
var prev_sprite = new Sprite(ui_prev,
- ui_camera.bottom_left.offset(200, -40, 0))
+ ui_camera.bottom_left.offset(200, 40, 0))
prev_sprite.scale = 0.5
ui_sprites.add prev_sprite
var next_sprite = new Sprite(ui_next,
prev_sprite.scale = 0.5
ui_sprites.add prev_sprite
var next_sprite = new Sprite(ui_next,
- ui_camera.bottom_right.offset(-165, -40, 0))
+ ui_camera.bottom_right.offset(-165, 40, 0))
next_sprite.scale = 0.5
ui_sprites.add next_sprite
end
next_sprite.scale = 0.5
ui_sprites.add next_sprite
end